Metroid: Other M Hands-on Impressions
by Brian Leahy, Mar 12, 2010 6:20pm PSTMetroid: Other M is an interesting test in game design. The title uses only the Wii Remote, held sideways like a NES controller, to control Samus in third-person. This is mixed with a first-person aiming mechanic using the Remote's infrared sensor.
As such, the level design is largely presented as 2D, despite being a 3D space. There is a large amount of auto-aim, putting the focus on dodging and firing back at enemies. Ninja Gaiden series veteran Team Ninja, co-developing the title with Nintendo, is the driving force behind the combat. Players will be able to dodge attacks as well as initiate flashy cinematic finishing moves on certain enemies.
I was able to play roughly 30 minutes of Other M today beginning with the first level. The intro cinematic recreates the ending of Super Metroid, after which Samus finds herself in a space station recuperating. Following a quick tutorial, Samus leaves and simply wanders space for weeks. Eventually, our heroine receives a distress call coded as a "baby's cry" call. Having just lost the baby Metroid, Samus is compelled to investigate.
Director Yoshio Sakamoto definitely wants to tell a movie-like story with Other M, and as such, there are a lot of cutscenes. Arriving at a derelict ship--the source of the distress call--Samus quickly runs into some soldiers, including the old commanding officer from her army days. Series fans will recognize him as Metroid Fusion's Adam Malkovich.
Samus helps them open a door with a well-placed missile and it's off to explore the ship. Enemies are numerous and the auto-aiming Samus makes short work of them.
The controls work well, but moving around in a 3D space with auto-aim is a bit awkward. I kept trying to fire at enemies while retreating backwards; a symptom of playing games with lock-on mechanics since the days of Nintendo 64, I suppose. Despite this, I found that the auto-aim mechanic worked well enough after some practice.
Pretty soon, it's time to fight a boss: a tentacled creature formed from thousands of bugs working in unison. Working with Malkovich and the soldiers, I must switch to first-person (making Samus stationary) and fire missiles at different weak points. It's a bit jarring to switch during the fast-paced combat, but again, isn't that difficult after some practice.
Soon ehough, the boss dies and the demo ends.
As I said upfront, Metroid: Other M is an interesting test. Sakamoto and Team Ninja are merging simplistic NES-era controls with infrared aiming mechanics in a fast-paced game. Using a directional pad to move in 3D space is odd at first, but works along with the map design. The combat is fast and fun and the cinematics are compelling. I look forward to more from Metroid: Other M and its eventual release on June 27, 2010.
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Comments
Sounds like the controls will suck.. Nintendo has screwed up the Starfox Series.
So most likely Nintendo might fail on this with the control scheme.
I mean having to not move like a gun Turret sounds horrible.. Bring back Super Metroid you idiots!
"Metroid Zero Missions" was perfect and now you have to $*#( with this.
Whatever happened to Nintendo doing games? Seriously why don't you hand over Zelda and Mario to some other team guys! Way to Go!
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Also, by autoaim...are we talking about "you aimed diagonally so we know you were probably shooting for this thing here but since you're using the d-pad we'll make the shot go 65 degrees instead of 45 degrees up" or is it..."there are enemies on screen...you can see them...so if you mash on the button you'll shoot the fuckers".
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